Juggernaut isn't the (only) problem. It's not why tanks struggle in jungle.
There's that thread complaining about Juggernaut having low lategame value and being weaker than other enchantments. To quickly dissolve it:
- YES, Juggernaut doesn't make you clear faster like the other enchantments do However, by the time you're getting it:
- your base spell damage along with Jungler passive from upgraded Machete and extra help from Blasting Smite should be enough to clear jungle, even if slowly
- at that point you, as a tank, are supposed to countergank, towerdive and contest dragons, not farm the jungle.
- NO, Juggernaut is not that much weaker lategame than the other upgrades
- You can theoretically replace Magus with Morellonomicon for extra mana regen and Grievous Wounds
- You can theoretically replace Warrior with a Black Cleaver for extra HP and stacking % armor reduction
- You cannot replace Juggernaut with a single, better item that would grant all its effects
However, it is true that raw gold efficiency of Juggernaut is much lower than that of other enchantments.
Maybe the enchantments aren't in a perfect spot, but the problem with tanks doesn't lie just in Juggernaut itself. Juggernaut gives you a broad choice in boots (
,
, even
) now that you don't have to take those mandatory
. In terms of lategame identity, Tenacity makes this item stand out from the "pure stats" Magus and Warrior, comparable only to Devourer. And - did you know? - it stacks with
Elixir of Iron. It's not wasted.
On to the point, though. Why do tanks feel underwhelming in the new jungle? (Their winrates aren't that bad, anyway...)
#World of Tanks
Preseason brought three changes that seemingly help tanks:
Machete passive doesn't favour Attack Speed-oriented champions anymore
However:
- It still doesn't fix the tank vs DPS problem as it doesn't scale with anything tanks have
- Magic penetration marks don't speed up your clear in any way - AS marks still do
- AS/AD runes are still very efficient for junglers, and tanks can't utilize them that well
Smiting Gromp gives you a thorns effect similar to Quill Coat
However:
- The damage is flat per target, so the effect is, paradoxally, weakest on Gromp itself (one enemy) and strongest on Razorbeaks (four targets)
- Unlike Gift of the Heavy Hands, which scales with AS, the Gromp buff doesn't scale with any stat that would characterize tanks (again, no MR on monsters to gain value from magic/hybrid penetration marks)
Regeneration from items scales with champion's base regen, and tanks have higher base regen
However:
- It doesn't really kick in until the lategame
- Even then, it's on par with current values or straight out less regen than before
- Most champions have about 10 regen at level 3 and 20 at level 16, so Spirit Visage and Banshee's Veil got heavily nerfed in the regen department (
is down from 20 to +100% base,
is down from 45 to +100% base) - All regen items are bundled with health. Regen scales with resistances, not health. (Resists increase effective value of the regenerated health)
These are the problems that need addressing in the first place. The discrepancy between the Krug buff, which mitigates tons of damage and scales with AS, and the Gromp buff, which is a DoT bonus that doesn't scale with anything, is just too damn high.
#Possible Solution
About the early clear on tanks, possible fixes (not all necessary, just some ideas):
- Give monsters about 5 MR so that magic penetration from runes affects jungle clear
- Make the regen from Machete stack in longer fights
- Example passive: restores 1 health per second, stacks up to 12 times, lasts 3 seconds after leaving combat
- Buff Bladed Armor to work on maximum health, not current
- Make the Wolf bonus from Smite actually do something useful when used at your own side
- If we want "AS start" to be Krugs and "tank start" to be Gromp, this could be the "AP start"
- Have the damage on the Gromp passive scale with champion's maximum Health, or armor, or anything that differentiates tanks from speedclearers
About making all the enchantments feel strong and not lacking in a 6 item build:
- Add Crystalline Bracer to the Juggernaut recipe (replacing the loose Ruby Crystal), give Juggernaut 100% base regen and bring back +25% total HP (lowering base HP to 400)
- Add Forbidden Idol to the Magus recipe, give Magus 50% mana regen
- Give Warrior 20-25 armor penetration (up from 10). Nerf AD to 40 (down from 45).
- Don't nerf Devourer down to 25 onhit damage like it's on PBE, 30 or 35 is okay. It's Warwick that's broken, not the item. Udyr and Trundle are fine, and most AS/AD champions like Nocturne and Xin Zhao lean towards Warrior on patch 4.20, so this definitely isn't the Black Cleaver of season 5.
Juggernaut - recipe:
+
+400 health, +25% total health, +100% base health regeneration, +10% CDR, Tenacity
Magus - recipe:
+
+80 AP, +50% base mana regen, +20% CDR
Warrior - recipe:
+40 AD, +10% CDR, +25 armor penetration
Also, if we want tanks to have better itemization, we could do some little things like having Warden's Mail build out of Chain Vest (also in that post: SV and Banshee became worse for tanks, Iceborn Gauntlet could use more armor in its build).
Machete passive doesn't favour Attack Speed-oriented champions anymore
Regeneration from items scales with champion's base regen, and tanks have higher base regen
Juggernaut - recipe:
+
+400 health, +25% total health, +100% base health regeneration, +10% CDR, Tenacity
Magus - recipe:
+
+80 AP, +50% base mana regen, +20% CDR
Warrior - recipe:
+40 AD, +10% CDR, +25 armor penetration